Advanced Breaking Strikes {{#set:Type=General}}Summary::You have mastered hard martial arts designed to shatter an opponent’s weapons, body, and spirit. These “breaking” strikes impose a penalty to your attack roll, but cause a special effect in addition to inflicting damage on your target.Prerequisites: {{#arraymap: BAB +8, Strength 13, Power Attack, Basic Breaking Strikes, Improved Breaking Strikes, Improved Bull Rush, Improved Sunder|,|x|Prerequisite::x}}Benefit: Advanced Breaking Strikes permits you to perform two special melee attacks: break weapon and break body. In order to perform a Breaking Strike, you must wield a weapon with which you are proficient. To perform a Breaking Strike while unarmed, you must have the Improved Unarmed Strike feat. Break Item: Break Weapon is a melee attack that damages your enemy and sunders his weapon or shield. When you Break Weapon, make an attack roll at a -4 penalty. Resolve damage by the normal means and apply the damage to both your target and the item you selected to sunder. (You choose the item before you make the attack. You can select only a weapon or shield held by your enemy.) Improved Sunder provides no benefit when you Break Weapon. Break Body: This powerful melee attack damages your opponent and shatters his bones, tendons, limbs, etc. Break Body imposes a -8 penalty to your attack roll. If the attack hits and inflicts at least 1 HP damage to your target, then your target must make a Fortitude saving throw against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, your victim suffers 1 point of temporary Strength and Constitution damage.

Advanced Feint {{#set:Type=General}}Summary::Feint as a free action.Prerequisites: {{#arraymap: Intelligence 13, Combat Expertise, Improved Feint|,|x|Prerequisite::x}}Benefit: Once per round, as a free action, you can make a Bluff check to feint in combat.Normal: Feinting in combat is a standard action.

Advanced Grapple {{#set:Type=General}}Summary::Learn to use new moves when grappling.Prerequisites: {{#arraymap: Dexterity 13, Intelligence 13, Combat Expertise, Improved Unarmed Strike, Improved Grapple, Improved Trip|,|x|Prerequisite::x}}Benefit: You may perform the following actions while grappling: choke, lock, and throw. All of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses.Choke: Performing a choke imposes a -4 penalty to your Grapple check. You grab your opponent in such a way as to restrain the flow of blood within the body. (You do not necessarily have to strangle your opponent’s throat.) If you win the grapple check, you damage your opponent and force your enemy to make a Fortitude save against DC 10 + one-half of your base attack bonus + your Strength modifier. If he fails the save, he is stunned for one round and dazed for 1d4 rounds after that. You must inflict at least 1 HP damage to stun and daze your opponent. Opponents with no Constitution score are immune to chokes, as are enemies whose anatomy does not rely on blood-flow.Lock: A lock is a superior form of pin. To initiate a lock, you make an opposed grapple check with a -4 penalty to your roll. If you win the check, your opponent is locked (see combat rules), and you hold him immobile for one round. You have the same actions available to you as if you were grappling, not pinning.Throw: You can throw an opponent prone while grappling. Make an opposed grapple check with a -4 penalty to your roll. If you win the grapple check, your opponent falls prone and suffers damage, as normal for your unarmed strike (even if using a weapon to grapple). For every five points you beat your opponent’s roll, you can choose to throw him 5-feet away from you. If you do choose to throw your opponent away from you, you automatically end the grapple. Otherwise, you can choose to end or maintain your grapple when you throw your enemy.

Advanced Feint {{#set:Type=General}}Summary::Feint as a free action.Prerequisites: {{#arraymap: Intelligence 13, Combat Expertise, Improved Feint|,|x|Prerequisite::x}}Benefit: Once per round, as a free action, you can make a Bluff check to feint in combat.Normal: Feinting in combat is a standard action.

Advanced Grapple {{#set:Type=General}}Summary::Learn to use new moves when grappling.Prerequisites: {{#arraymap: Dexterity 13, Intelligence 13, Combat Expertise, Improved Unarmed Strike, Improved Grapple, Improved Trip|,|x|Prerequisite::x}}Benefit: You may perform the following actions while grappling: choke, lock, and throw. All of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses.Choke: Performing a choke imposes a -4 penalty to your Grapple check. You grab your opponent in such a way as to restrain the flow of blood within the body. (You do not necessarily have to strangle your opponent’s throat.) If you win the grapple check, you damage your opponent and force your enemy to make a Fortitude save against DC 10 + one-half of your base attack bonus + your Strength modifier. If he fails the save, he is stunned for one round and dazed for 1d4 rounds after that. You must inflict at least 1 HP damage to stun and daze your opponent. Opponents with no Constitution score are immune to chokes, as are enemies whose anatomy does not rely on blood-flow.Lock: A lock is a superior form of pin. To initiate a lock, you make an opposed grapple check with a -4 penalty to your roll. If you win the check, your opponent is locked (see combat rules), and you hold him immobile for one round. You have the same actions available to you as if you were grappling, not pinning.Throw: You can throw an opponent prone while grappling. Make an opposed grapple check with a -4 penalty to your roll. If you win the grapple check, your opponent falls prone and suffers damage, as normal for your unarmed strike (even if using a weapon to grapple). For every five points you beat your opponent’s roll, you can choose to throw him 5-feet away from you. If you do choose to throw your opponent away from you, you automatically end the grapple. Otherwise, you can choose to end or maintain your grapple when you throw your enemy.

Advanced Nerve Strikes {{#set:Type=General}}Summary::You have mastered nerve strike techniques.Prerequisites: {{#arraymap: BAB +8, Improved Unarmed Strike, Basic Nerve Strikes, Improved Nerve Strikes|,|x|Prerequisite::x}}Benefit: Advanced Nerve Strikes permits you to perform two special melee attacks: rip innards and rip body. You may perform a nerve strike if you wield a weapon with which you are proficient. (To perform unarmed nerve strikes, you must have the feat, Improved Unarmed Strike.) If your target has no discernable anatomy, you may not perform nerve strikes against it. You cannot perform nerve strikes against creatures two or more size categories larger than you.Rip Innards: This nerve strike shreds your target’s internal organs. Make an attack roll at a -8 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he suffers 2 points of temporary Constitution damage. Also, he loses 1d4 HP per round for 1d4 rounds, due to internal hemorrhaging.Rip Body: Rip Body lays the foundation of pain and incapacitates your victim with horrible wracking spasms and nausea. Make an attack roll at a -8 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he is nauseated for one round and sickened for 1d4+1 rounds.Treating Nerve Strikes: Another person can aid the victim of a nerve strike and negate the strike’s effect. This requires a successful Heal check against the original Fortitude save DC of the strike. The check is a full-round action that provokes attacks of opportunity.Note: You cannot perform a nerve strike at the end of a charge.

Armor Ignoring Power [{{#arraymap: Metapsionic|, |x|Type::x}}]Summary::The damage from your powers ignores protection.
{{#set:Prerequisite=None}}Benefit: None of your target’s Protection applies against the damage of your power. Using this feat increases the power point cost of the power by 8. The power’s total cost cannot exceed your manifester level.

Basic Breaking Strikes {{#set:Type=General}}[[Summary::You have basic training in hard martial arts designed to shatter an opponent’s weapons, body, and spirit. These “breaking” strikes impose a penalty to your attack roll, but cause a special effect in addition to inflicting damage on your target.]]Prerequisites: {{#arraymap: BAB +1, Power Attack, Strength 13, Improved Bull Rush|,|x|Prerequisite::x}}Benefit: Basic Breaking Strikes permits you to perform two special melee attacks: break spirit and break stance. In order to perform a Breaking Strike, you must wield a weapon with which you are proficient. To perform a Breaking Strike while unarmed, you must have the Improved Unarmed Strike feat.Break Spirit: You strike a blow on your opponent and not only inflict damage, but also shatter his morale, his strength of mind, his desire to fight. You blow strikes terror in his heart. To Break Spirit, you make an attack roll at a -4 penalty. If your attack hits, determine damage by the normal method. If your attack inflicts at least 1 HP damage to your target, your enemy must make a Will save against DC 10 + one-half of your base attack bonus + your Strength modifier. If he fails the save, he is shaken for 1d4 rounds. Opponents immune to fear cannot be shaken by Break Spirit. Break Stance: You perform a melee attack that inflicts damage and pushes your opponent backwards. To Break Stance, you make an attack roll at a -4 penalty. If your attack hits, determine damage by the normal method. If the attack hits, your opponent and you make an opposed Strength check. If you and the target are different sizes, the larger combatant gets a bonus on the Strength check of +4 per difference in size category. You get a +2 bonus if you were charging. The target gets a +4 stability bonus if it has more than two legs or otherwise exceptional stability. If you win the Strength check, you push the target back 5 feet. You can push the target back an additional 5-feet for every 5 points by which you exceed the target’s check result, provided that you move with the target. You cannot exceed your normal movement for the action.Unlike a bull rush, you do not provoke an attack of opportunity when you attempt to break your opponent’s stance. The Improved Bull Rush feat does not give you a +4 bonus on the opposed Strength roll when you Break Stance. Even if your attack inflicts no damage, it may push
your target back.

Basic Nerve Strikes {{#set:Type=General}}[[Summary::Nerve strikes are martial arts techniques for melee combat. Also known as ripping or tearing techniques, they focus on apply excruciating pressure to vulnerable points on your opponent’s anatomy. By gripping the appropriate spot and pinching, twisting, tearing, or stabbing it, you can render an enemy weak with pain. All nerve strikes impose a penalty to your attack roll. All nerve strikes cause a special effect in addition to inflicting damage on your target.]]Prerequisites: {{#arraymap: BAB +1, Improved Unarmed Strike|,|x|Prerequisite::x}}Benefit: Basic Nerve Strikes permits you to perform three special melee attacks: rip nerves, rip mind, and rip senses. You may perform a nerve strike if you wield a weapon with which you are proficient. (To perform unarmed nerve strikes, you must have the feat, Improved Unarmed Strike.) If your target has no discernable anatomy, you may not perform nerve strikes against it. You cannot perform nerve strikes against creatures two or more size categories larger than you.Rip Nerves: This nerve strike causes intense, lingering pain to the target. Make an attack roll at a -4 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he suffers terrible, mind-numbing pain, which causes the sickened condition for 1d4+1 rounds. Sickened characters take a –2 penalty on all attack rolls, defense rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Rip Mind: This nerve strike staggers the target. Make an attack roll at a -4 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he is staggered for one round. Rip Senses: This nerve strike blinds or deafens the target. Make an attack roll at a -4 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he is blinded or deafened for one round. Before you make the strike, you must determine which sense you affect. Treating Nerve Strikes: Another person can aid the victim of a nerve strike and negate the strike’s effect. This requires a successful Heal check against the original Fortitude save DC of the strike. The check is a full-round action that provokes attacks of opportunity. Note: You cannot perform a nerve strike at the end of a charge.

Block Projectile {{#set:Type=General}}Summary::You can now use the Block action to block projectiles.Prerequisites: {{#arraymap: BAB +4, Dexterity 15, Improved Block|,|x|Prerequisite::x}}Benefit: You may use the Block action against thrown projectiles and ranged attacks from mechanical devices, such as slings, bows, and crossbows. You may not attempt to block “fast” projectiles, like firearm bullets, or energy beams. You suffer a -4 penalty to your attack roll when you attempt to block a projectile from a sling, bow, crossbow, or similar device. You suffer no penalty when blocking thrown weapons.

Breaking Block {{#set:Type=General}}Summary::The breaking block is an advanced martial arts technique. You strike your enemy’s body (usually his limbs) in order to prevent him from hitting you with a melee weapon.Prerequisites: {{#arraymap: BAB +1, Intelligence 13, Combat Expertise, Basic Breaking Strikes, Improved Bull Rush|,|x|Prerequisite::x}}Benefit: Breaking Block functions like a regular block, subject to all its limitations and requirements, but you also suffer a -4 penalty on the opposed roll. If you win the opposed roll, you block your opponent’s attack and inflict damage with your melee weapon or unarmed strike. Because of the impromptu nature of your blow, you may not apply Relative Degree to the damage. You may perform Breaking Block against melee attacks, only. In order to perform a Breaking Block, you must wield a weapon with which you are proficient. To perform a Breaking Block while unarmed, you must have the Improved Unarmed Strike feat.Special: You may perform a Riposte (per the feat) after a successful Breaking Block.

Catch Projectile {{#set:Type=General}}Summary::You can snatch projectiles and hurl them back at attackers.Prerequisites: {{#arraymap: BAB +4, Dexterity 15, Improved Block, Block Projectile, Improved Unarmed Strike|,|x|Prerequisite::x}}Benefit: When using the Block Projectiles feat you may catch the weapon instead of just deflecting it. You can immediately hurl a thrown weapon back at the original attacker (even though it is not your turn) or keep it for later use. You must have at least one hand free (holding nothing) to use this feat.

Clean-up Blow {{#set:Type=General}}Summary::Attack a dazed opponent freely.Prerequisites: {{#arraymap: BAB +4, Strength 13, Power Attack, Basic Breaking Strikes, Improved Bull Rush|,|x|Prerequisite::x}}Benefit: When you stun an opponent, daze an opponent or render him unconscious, you can perform an immediate attack of opportunity.

Combat Sense {{#set:Type=General}}[[Summary::You have an intuitive feel for the actions an opponent
will take in combat.]]Prerequisites: {{#arraymap: BAB +4, Intelligence 13, Knowledge (strategy and tactics) 7 ranks, Combat Expertise|,|x|Prerequisite::x}}Benefit: You can designate a single opponent during your action and receive a +1 competence bonus on attacks against that opponent. You can select a new opponent one per round as a non-action.

Dead Aim {{#set:Type=General}}Summary::You gain the ability to aim carefully, making more precise shots.Prerequisites: {{#arraymap: Wisdom 13, Point Blank Shot, Far Shot|,|x|Prerequisite::x}}Benefit: Before making a ranged attack, you may take a full-round action to line up your shot. This grants you a +2 circumstance bonus on your next attack roll. Once you begin aiming, you cannot move, even to take a 5-feet step, until after you make your next attack, or the benefit of the feat is lost. Likewise, if something disrupts your concentration or someone attacks you before your next action, you lose the benefit of aiming. You may continue aiming after the first round. For each full-round action you spend lining up your shot, the bonus increases by +2 to a maximum of +6.

Dynamic Grip {{#set:Type=General}}[[Summary::When you wield a weapon, you do not lock your hands in a fixed position on its handle. Instead, you can constantly adjust your grip, sliding up and down the weapon’s length, even gripping the blade of the weapon (if it’s single-edged). This allows you to extend your reach with the weapon and optimize your striking opportunities.]]Prerequisites: {{#arraymap: BAB +1, Martial Weapon Proficiency|,|x|Prerequisite::x}}Benefit: This feat has several benefits:
• You can use a reach weapon to attack adjacent
targets.
• When you wield a staff or other weapon with a
long pole-like handle about six feet in length,
you can use it as a reach weapon, attacking
opponents up to 10-feet away.
• When you wield a weapon with a handle about
as long as your forearm (or longer), you can
use the weapon as a double weapon, striking an
opponent with its blunt tip. The blunt end of
the weapon inflicts 1d6 bludgeoning damage.Normal: Characters without this feat cannot attack
adjacent targets with a reach weapon.

Elusive Target {{#set:Type=General}}Summary::You can use opponents as cover when engaged in melee combat.Prerequisites: {{#arraymap: Dexterity 13, Intelligence 13, Combat Expertise, Dodge|,|x|Prerequisite::x}}Benefit: While fighting an opponent or multiple
opponents in melee, other opponents attempting to
target you with ranged attacks take a -4 penalty. This
penalty is in addition to the normal -4 penalty for firing
into melee, making the penalty to target you -8.Special: An opponent with the Precise Shot feat
reduces the total penalty to -4 when targeting you.

Epic Block Projectile [{{#arraymap: Epic|, |x|Type::x}}]Summary::You may block any type of attack.Prerequisites: {{#arraymap: BAB +15, Dexterity 25, Block Projectile, Improved Block|,|x|Prerequisite::x}}Benefit: You may use the Block action against any
type of ranged attack, including firearm bullets and
energy beams.
You suffer a -4 penalty to your attack roll when you
attempt to block a projectile from a sling, bow,
crossbow, or similar device. You suffer a -8 penalty
against “fast” projectiles, like firearm bullets. Against
energy attacks, you suffer a -12 penalty.

Epic Block Projectile [{{#arraymap: Epic|, |x|Type::x}}]Summary::You learn to defend yourself better in any situation.Prerequisites: {{#arraymap: Gain a +1 bonus to Defense. You retain this
bonus even when flat-footed and in situations where you
lose your Dexterity modifier to Defense.|,|x|Prerequisite::x}}Benefit: Fill in the benefits this feat grants.Special: A character can gain this feat multiple times.
Its effects stack.

Feather Touch {{#set:Type=General}}Summary::You may perform nerve strikes with a delicate touch.Prerequisites: {{#arraymap: BAB +1, Dexterity 13, Wisdom 13, Weapon Finesse, Improved Unarmed Strike, Basic Nerve Strikes|,|x|Prerequisite::x}}Benefit: Feather Touch provides two benefits. First,
you may substitute your Dexterity bonus for your
Strength bonus when determining the save DC of your
nerve strikes. Second, you may deliver a nerve strike
with such a light touch that an opponent barely feels the
brush of your strike, even though he suffers the effects.
This type of light nerve strike inflicts no physical
damage to your opponent, but your opponent must still
perform a Fortitude save against the effect. (You can
only perform a Feather Touch against opponents that
wear light or no armor.) A Feather Touch is so gentle that an opponent may
not notice you have performed a nerve strike against
them. If you wish to perform a surreptitious Feather
Touch, treat it as a Pick Pocket attempt against your
opponent.

Flow with Enemy {{#set:Type=General}}[[Summary::You enter a state of unfettered mindfulness that
permits you to anticipate your opponent’s movements
and act before he acts.]]Prerequisites: {{#arraymap: Dexterity 13, Intelligence 13, Wisdom 13, Dodge, Combat Expertise|,|x|Prerequisite::x}}Benefit: As a full-round action, you may begin to
flow with a single, adjacent opponent. Your opponent
and you make an opposed roll using 1d20 + base attack
bonus + Wisdom modifier. If your result equals or
exceeds your opponent’s result, you enter your
opponent’s space (but do not provoke an attack of
opportunity) and your initiative count changes to that of
your opponent. For the next 2d4 + your Wisdom
modifier in rounds, you gain a +1 dodge bonus to
Defense against that opponent, and that enemy cannot
perform attacks of opportunity against you. Whenever
your opponent moves, you automatically move with him
(up to your speed limit). Whenever your opponent
attacks, he provokes an attack of opportunity from you.
Furthermore, you may perform an action a split second
before he does.
If your opponent does not move or perform actions,
you do not do so either. However, you may willingly
end the flow at any time, as a free action. Then, you
may act freely (though you lose all benefits of flow with
that enemy).
If your opponent manages to move outside your
reach, then you lose flow.

Flurry of Blows {{#set:Type=General}}[[Summary::You can strike multiple blows at the expense of
accuracy.]]Prerequisites: {{#arraymap: Combat Reflexes|,|x|Prerequisite::x}}Benefit: You must wear light or no armor to gain the
benefit of this feat. You must wield a light melee
weapon or have the opportunity to make an unarmed
strike.
With a flurry of blows, you may make one extra
melee attack in a round at your highest base attack
bonus, using an unarmed strike or light melee weapon.
A -2 penalty applies to this attack and each other attack
made in the round. You must take a full attack action to
use this ability. The penalty applies to all attacks for one
full round, including attacks of opportunity.

Improved Breaking Strikes {{#set:Type=General}}[[Summary::You have superior training in hard martial arts
designed to shatter an opponent’s weapons, body, and
spirit. These “breaking” strikes impose a penalty to your
attack roll, but cause a special effect in addition to
inflicting damage on your target.]]Prerequisites: {{#arraymap: BAB +4, Strength 13, Power Attack, Basic Breaking Strikes, Improved Bull Rush|,|x|Prerequisite::x}}Benefit: Improved Breaking Strikes permits you to perform two special melee attacks: break grip and break balance. In order to perform a Breaking Strike, you must wield a weapon with which you are proficient. To perform a Breaking Strike while unarmed, you must have the Improved Unarmed Strike feat.Break Grip: This breaking strike damages your enemy and causes him to drop an object he carries, such as a shield or weapon. To Break Grip, you make an attack roll at a -6 penalty. If your attack hits, determine damage by the normal method. If your attack inflicts at least 1 HP damage to your target, your enemy may lose his grip and drop an item (selected by you when you make the attack). You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. (An unarmed strike is a light weapon, so you always take a penalty when trying to Break Grip with an unarmed strike.) If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item is not a melee weapon, the defender takes a –4 penalty on the roll. If you beat your target, you force him to drop the item. Unlike the disarm action, your target does not get a chance to disarm you if you fail the opposed roll. Even if you perform Break Grip while unarmed, you do not gain control of the item dropped by your target. The object always falls to the ground. The Improved Disarm feat provides no bonuses for Break Grip. Break Balance: You deliver a melee attack that damages your target and knocks him to the ground, prone. To Break Balance, you make an attack roll at a -6 penalty. Resolve damage by the normal method. If the attack hits, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a –4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If you win the opposed check, you knock your target prone. Even if Break Balance inflicts no damage, it might knock your target down when it hits. Unlike the trip action, the defender may not react and attempt to trip you if you fail the Strength check. The Improved Trip feat provides no benefits to Break Balance.

Improved Deep Impact [{{#arraymap: Psionic|, |x|Type::x}}][[Summary::You can strike your foe with a melee weapon as if
making an armor piercing touch attack.]]Prerequisites: {{#arraymap: BAB +5, Strength 13, Psionic Weapon, Deep Impact|,|x|Prerequisite::x}}Benefit: To use this feat, you must expend your
psionic focus. You can resolve your attack with a melee
weapon as an armor piercing touch attack. You must
decide whether to use this feat prior to making an
attack. If your attack misses, you still expend your
psionic focus.

Improved Fell Shot [{{#arraymap: Psionic|, |x|Type::x}}][[Summary::You can strike your foe with a ranged weapon as if
making an armor piercing touch attack.]]Prerequisites: {{#arraymap: BAB +5, Dexterity 13, Point Blank Shot, Psionic Shot, Fell Shot|,|x|Prerequisite::x}}Benefit: To use this feat, you must expend your
psionic focus. You can resolve your ranged attack as an
armor piercing, ranged touch attack.
You must decide whether to use this feat prior to
making an attack. If your attack misses, you still expend
your psionic focus.

Improved Flurry of Blows {{#set:Type=General}}[[Summary::You can use any weapon to make a flurry of blows.
making an armor piercing touch attack.]]Prerequisites: {{#arraymap: Combat Reflexes, Flurry of Blows|,|x|Prerequisite::x}}Benefit: You can perform a flurry of blows while
wielding a melee weapon of any size, though you must
still wear light or no armor.

Improved Grapple {{#set:Type=General}}Summary::You can start a grapple quickly and easily while wielding weapons.Prerequisites: {{#arraymap: Dexterity 13, Improved Unarmed Strike|,|x|Prerequisite::x}}Benefit: You do not provoke an attack of opportunity
when you make a touch attack to start a grapple. You
also gain a +4 bonus on all grapple checks, regardless of
whether you started the grapple. You may also grapple
with weapons.Normal: Without this feat, you provoke an attack of
opportunity when you make a touch attack to start a
grapple.

Improved Nerve Strikes {{#set:Type=General}}Summary::You have superior training in nerve strike techniques.Prerequisites: {{#arraymap: BAB +4, Improved Unarmed Strike, Basic Nerve Strikes|,|x|Prerequisite::x}}Benefit: Improved Nerve Strikes permits you to perform two special melee attacks: rip strength and rip dexterity. You may perform a nerve strike if you wield a weapon with which you are proficient. (To perform unarmed nerve strikes, you must have the feat, Improved Unarmed Strike.) If your target has no discernable anatomy, you may not perform nerve strikes against it. You cannot perform nerve strikes against creatures two or more size categories larger than you.Rip Strength: This nerve strike weakens the target, lowering his Strength score. Make an attack roll at a -8 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he suffers 2 points of temporary Strength damage.Rip Dexterity: This nerve strike lowers the victim’s Dexterity. Make an attack roll at a -8 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he suffers 2 points of temporary Dexterity damage.Treating Nerve Strikes: Another person can aid the victim of a nerve strike and negate the strike’s effect. This requires a successful Heal check against the original Fortitude save DC of the strike. The check is a full-round action that provokes attacks of opportunity. Note: You cannot perform a nerve strike at the end of a charge.

Improved Unavoidable Strike [{{#arraymap: Psionic|, |x|Type::x}}][[Summary::You can make an unarmed strike or use a natural
weapon against your foe as if delivering an armor
piercing touch attack.]]Prerequisites: {{#arraymap: BAB +5, Strength 13, Psionic Fist, Unavoidable Strike|,|x|Prerequisite::x}}Benefit: To use this feat, you must expend your psionic focus. You can resolve your unarmed strike or attack with a natural weapon as an armor piercing touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

Power Attack {{#set:Type=General}}Summary::Perform a melee attack with devastating force.Prerequisites: {{#arraymap: Strength 13|,|x|Prerequisite::x}}Benefit: When you wield a one-handed melee weapon or a two-handed melee weapon, add 1/2 you Strength modifier to the damage you deal (effectively your full Strength modifier when using a weapon two-handed). You do not gain this benefit with a light weapon or if you use an ability score other than Strength to supply your attack bonus.Normal: When a character wields a two-handed weapon or uses a one-handed weapon with two hands, he adds one-half of his Strength bonus to damage.

Quick Reload {{#set:Type=General}}Summary::You can quickly reload your ranged weapons.Prerequisites: {{#arraymap: BAB +1|,|x|Prerequisite::x}}Benefit: You only gain the benefit of this feat when
wielding a weapon with which you are proficient.
The time required to reload a single shot weapon, like
a crossbow, is reduced to a free action. This permits you
to fire that weapon as many times as you have attacks
(in a full attack action).
Reloading a heavy single shot weapon (like a heavy
crossbow) is a move action.
Reloading a firearm or energy weapon with an
ammunition pod, power cell, box magazine, or speed
loader is a free action. Reloading a revolver without a
speed loader, or reloading any firearm with an internal
magazine, is a move action.

Sudden Action {{#set:Type=General}}Summary::Burst into sudden action when the situation calls for it.Prerequisites: {{#arraymap: Intelligence 13, Combat Expertise, Improved Initiative|,|x|Prerequisite::x}}Benefit: Once per cycle, you can change your place
in the initiative order, moving higher in the count by a
number less than or equal to your character level, as you
see fit. You must declare the use of this ability at the start
of any round, before anyone else takes an action.
any range.

Tactical Aid {{#set:Type=General}}[[Summary::Your knowledge of strategy and tactics lets you guide
your allies in combat.]]Prerequisites: {{#arraymap: BAB +4, Intelligence 13, Charisma 13, Combat Expertise, Knowledge (strategy & tactics) 7 ranks|,|x|Prerequisite::x}}Benefit: As a full-round action, you provide tactical
aid to all of your allies (including you) within sight and
voice range of your position. When you do so, you
make a Knowledge (strategy & tactics) skill check
against DC 20. If your skill check succeeds, your allies
gain a +1 competence bonus on initiative rolls, attack
rolls, or defense rolls (your choice when you first use
this ability) for 2d4+1 rounds. If your roll succeeds by
10 or more point, increase the bonus to +2. If it
succeeds by 20 or more points, your allies gain a +3
competence bonus.

Unbalance Opponent {{#set:Type=General}}[[Summary::In close combat, you keep your opponents off balance
and unable to effectively apply force.]]Prerequisites: {{#arraymap: Dexterity 13, Intelligence 13, Wisdom 13, Dodge, Combat Expertise, Improved Grappling, Improved Unarmed Strike, Flow with Enemy|,|x|Prerequisite::x}}Benefit: Select a opponent with whom you are currently using Flow with Enemy against. When targeting
you, that opponent may not apply Strength bonuses to
attack rolls or grapple checks. (If the opponent has a
Strength penalty, he still suffers the penalty.)
The feat has no effect against opponents two or more
size categories larger than you.
Opponents still apply their Strength modifier to
damage rolls against you.SMW::on

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